#ue4-general

1 messages ยท Page 311 of 1

outer island
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hello darkness my old frieeeeeeeeend

paper kernel
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@outer island well either you question doesn't make sense or nobody knows

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there is a tiling options under TexCoord material node

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that's probably not what you're looking for tho

outer island
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@paper kernel I can try and explain what I mean if you have ever used unity, have you?

obtuse path
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Anyone else having issues with 4.20.2? I only upgraded about 30 minutes ago and I've already had 2 complete freezes and my project got stuck loading

static viper
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yes

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thats normal

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20.2 didnt went well

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stick to 4.19

obtuse path
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I'm going to go back to 4.20.1 probably, been on that for several weeks now and it's been fine

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Had almost 0 problems, but 4.20.2 - oooo boi

lilac cobalt
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Hello

dapper obsidian
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I have a strange question. Has anyone ever had assets in the editor not move, as if they are snapping, but snapping settings are not turned on. I even turned all of them on and off again to try and clear them. It seems that all assets already placed are not moving (no levels are locked) and new assets brought in from the CB are snapping to the origin. I am sure I may have fat-fingered something, but not sure other than the settings where this option might be. I have restarted the project and I am now building to see if that changes anything, but would appreciate any advice as little can be found online.

static viper
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yee we recently had

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but i was our fault

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the game was running...

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and

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you have this with construction script

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you cannot shut constriction script out while firing it

dapper obsidian
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Game isnt running, I checked that, too. In case I accidently did that.

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any other suggestions, before I migrate the project?

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lol figured it out, when I was using my tablet i think it changed the snap size on the tablet's wheel menu to 10K

static viper
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a good proper mistake

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now you know that is a thing

trim oar
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How do i install gamesparks sdk from marketplace for ue4.19 it is only compatible with ue4.18

sleek solar
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you'd need to wait for 4.19 update

vale silo
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I have a feeling 4.20.3 won't be out until several weeks from now

teal tulip
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the 4.20.3 was renamed 15 days ago

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but there are some changed idk if are correct

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and this days with the Florence over the Epic HQ not sure of the updates will keep as today

livid haven
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HQ's closed Thursday/Friday. People can work from home, assuming they have power and connection, but... we'll see.

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I'm not even in the region, so as long as I can connect to certain critical services, I should be able to keep working.

plush yew
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hey sorry to ask here but i have no idea where else to ask, i have just moved house and have a condenser mic with a desk mount arm, the mic 'was' attached but the movement guys have detatched it, there are 2 ties and it looks like i need a degree in rocket science to figure out where all the damn ties go

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well theres 2 ties, its one of those isolated mics if that makes sense, i've spent 2 hours with the bloody thing and im gonna throw it out in a minute im so frustrated with it already, i cannot see a way how these 2 things were ever attached

livid haven
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I mean, you could ask in #lounge, which is off-topic.

plush yew
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there is no english word for the device either

teal tulip
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you work at Epic ? @livid haven

plush yew
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(i use it for voice recording in unreal)

livid haven
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Yes. I thought we covered this like half a dozen times before, Hev. ๐Ÿค”

teal tulip
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lol I didn't know or I lost it on my mind

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sorry then

livid haven
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No biggie, just surprised you didn't know.

plush yew
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yeh its this thing, the mic sits inside and is held with 2 hairband style ties

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but fuckknows how i've spent 2 hours so far trying

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and im about to throw it out the bloody window

livid haven
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No clue man. But again, you're not gonna find much help in #ue4-general for assembling your microphone.

teal tulip
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but what are you ? tools programer or ?

livid haven
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I've been working on UI for Fortnite for about 3 - 4 years.

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And worked mostly on localization and other editor tech for about 2 - 3 years before that.

plush yew
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yeh i can't find anyone anywhere who knows ah well ima junk it its useless now anyway

teal tulip
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oh UI okays

plush yew
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cheers though, figured its one of those contraptions that once deconstructed only a factory can put back together

livid haven
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I wouldn't imagine that to be the case, Chaoss, but it sounds like a very spatial/visual/physical/tactile thing to try to resolve over text.

heavy falcon
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we (he) managed to do it

charred dove
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i accidently edited some editor content (the skybox) and now every project i load has this problem, is there any way to fix this?

grim sinew
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Repair the engine in the launcher

charred dove
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ty

coral rock
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I'm currently working in the sequence editor, and everytime I try to save it makes me "save as" and after saving everything I have inside the sequencer as to be readded to the shot

rain bobcat
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Hi, I have a very simple question, what version of C++ does unreal engine use? C++11, 14, or 17?

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I don't have it installed yet but just wondering

south ridge
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It's kinda custom

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Iirc it uses C++11, but restricted to a certain set of features by the coding guidelines

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But also UHT (unreal header tool) provides an "extension" to C++ that UE4 uses, so you will be able to use some additional features which are not part of the language itself

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Reflection and such

crude jasper
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hey guys

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is this normal ?

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my Unreal has been stoping a lot

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like stopped working

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idk why

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when i started using it

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nothing

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now

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it just randomly

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when i put new assets

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or look for assets

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then starts working again

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or freezes my computer completely

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slowly making it all much slower

plush yew
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does anybody know who made this?

wary wave
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is that actually 3d? it just looks like paintings on cards to me

crude jasper
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ye

wary wave
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which is really not that impressive (though it is nice)

crude jasper
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rly pretty though

plush yew
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yeah its 3d mesh's from what i've researched

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im trying to recreate clouds like that

wary wave
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link me to the video

high stone
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I hope everyone is safe from the hurricane.

fierce tulip
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+1

high stone
sinful umbra
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free shower

viral herald
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hey guys, im having a bit of a problem with a plugin

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i got early access to the voxel farm plugin v4.19 but when i try to add it

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i keep getting errors saying that its missing binaries

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does anyne have any ideas how to fix this?

plucky reef
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how to send STRING from actor to widget?

high stone
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@viral herald A voxel question! Ask Miguel Cepero of voxel farm. He should be able to help. On twitter.

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His website also has a lot of resources for such questions.

viral herald
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Ok thanks man

winged crypt
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any way to 'get' active input/output device name used by a running client?

tawdry raptor
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thats a tounge tiwster

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how is the game coming along Sinn?

harsh stag
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hello perps. Im not sure what to search on google for this but how do i make the camera stay on one spot so i can see my character move around without the camera following it (using thirdperson atm) but the camera will start following the player once they start getting close to the border of the view (example: player starts to get to the right side of view so camera moves to right side)

plucky reef
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@uneven fractal if you're referring to my previous question I think I got it right now thanks to the help of floyd

uneven fractal
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k

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it gets real "fun" when it's a multiplayer game

plucky reef
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thank you for responding

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and it gets real "hard" also haha

uneven fractal
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not really hard

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just annoying as heck

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In my case I've had a server side only actor

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and I had to get information to a widget which is client side only

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ended up involving a bunch of files just for a few variables

static viper
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noone told him that that was rime

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i love justice

latent shadow
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any idea if deleting the cache in C:\Users\MyUser\AppData\Local\UnrealEngine can cause any problems? my SSD is dying

high stone
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Is your pagefile.sys maxed out?

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First off how much space is left on your SSD?

high stone
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What type of work? Art? Coding?

livid haven
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My first recommendation is grammar and punctuation so it's easier to parse your questions. ๐Ÿ˜‰

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I don't know much about the artist community on here, but there are definitely forums better suited to feedback on art of all sorts.

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Polycount is the first one that comes to mind, but I'm not an artist.

obtuse egret
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๐Ÿ‘

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I'll never ask here again.

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thx btw

dark depot
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there is the #work-in-progress section where people share ue4 WIP's they have its a fine place to share

latent shadow
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@high stone I have no idea how to check if it's maxed out but I have a 16 GB RAM and the file is about 2 GB atm

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it has 16 GBs left but they keep decreasing every day from caches and windows updates even if keep cleaning them regularly

high stone
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Ctrl+Alt+Del check your ram. Right click check your ssd space.

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Ah. Yeah sounds like a few possible scenarios.

latent shadow
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it's at 30% so I doubt that I need page swapping

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I should probably get a new SSD but I won't be able for a while

high stone
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Right click your computer icon. Properties>Advanced System Settings>Advanced>Virtual Memory

livid haven
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@obtuse egret Come now, that's a bit over dramatic. I gave you a really mild ribbing for the grammar and punctuation, but actually also gave you useful information. Nothing mean spirited.

high stone
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Need to see your total paging size.

latent shadow
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Total paging file size for all drives is 2.4 GBs

high stone
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It should only be on one drive.

latent shadow
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it's only on the C drive

high stone
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Click on your C drive.

livid haven
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(It's actually vaguely difficult following who's who with REdstar0, REsImpact, and REar6 all back to back - woops.)

latent shadow
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hahaha sorry

high stone
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How much space is available?

livid haven
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Not a serious complaint, just funny.

latent shadow
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16.3 GBs

high stone
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Do you have no paging file clicked?

latent shadow
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it was 21 like 2 weeks ago

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wait I can't follow you sorry

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the pagefile.sys in C:/ is 2.5 GBs almost

high stone
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Advanced>Virtual Memory is No Paging File clicked on? Which of the options is on?

latent shadow
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oh

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it's on system managed size

high stone
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First how old is your SSD?

latent shadow
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2015~2016 I think

high stone
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Ok, click the no paging file box. Restart PC and see if that fixes the problem.

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Also... Make sure you have 50-100gb free on your SSD.

latent shadow
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it's impossible almost

high stone
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How much space do you have on the SSD?

latent shadow
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every time I free it it gets filled up in a few weeks

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128 GBs

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I don't even install anything there

high stone
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Win10?

latent shadow
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but windows update eats it up

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yeah

high stone
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Yep it does that. It install malware... err extra crap. You probably want to upgrade to a 512 SSD. Try the no paging file option. It may solve problems for the time being.

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I've built several PCs and 128gb is not enough anymore. 200gb minimum.

livid haven
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If you find that your SSD is getting filled up by random stuff like that that you'd prefer on a different drive, symbolic links across another drive work well.

high stone
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If you have 16gb for example you need 32gb of free space on the drive.

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32gb in my case turned into 64gb.

livid haven
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Not for the page file, but for any kind of cruft that tends to accumulate like, supposedly, Windows update mentioned earlier (I can't attest to that)

high stone
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Depends what you have the page file do.

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Developer programs will make more special usage of ram and hard drive space for baking in data.

latent shadow
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half of the programs I have are sym linked to my HDD

high stone
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Try the no page file option. Worst case scenario you switch back to system managed memory.

latent shadow
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only drivers and visual studio are on the SSD atm

high stone
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It won't affect your PC in any major ways. It just prevents certain programs (almost always dev based) from running over the limit.

latent shadow
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I think I need a 512 yeah but it's out of budget atm unfortunately

high stone
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I think they are $100?

latent shadow
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100$ is a fortune here haha

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and when you put in taxes etc

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it's at least 250$

high stone
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Like I said. Try that first. If you still have problems. Check for malware, and finally check to make sure the drive is functioning properly. Make sure it's not running SSD software protection that is going overboard. Magician Samsung is notorious for it.

latent shadow
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I'll turn off paging for now

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thank you

high stone
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You'll have to restart your PC to flush the RAM on the SSD in use.

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Then if it's still a problem, not malware, not some software running amok. You just need a larger drive or get the software to dump the pagefile.sys into another, larger hdd.

latent shadow
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tbh 128 is hardly enough I need to upgrade anyway

high stone
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Aye. I'm rocking 256gb.

latent shadow
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256 would be fine I think

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the only thing I need on the SSD is the OS, VS and UE4 anyway

high stone
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WDS500G2B0A 500gb SSD, $94. I remember when these suckers went for $500.

latent shadow
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they are kinda affordable actually but I was thinking of an m.2

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that is what I have now

high stone
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You can skip an M.2. They speed is rarely used and they have a tendency to melt.

latent shadow
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I have a 2 TB HDD so I don't feel like replacing that for a 256 SSD

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I'm using a laptop so those are the only 2 option unfortunately

high stone
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They have 6tbs dirt cheap and they go all the way up to 14tb. Storage is getting ridiculous. I hope that option fixed it.

latent shadow
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I will look for what's locally available and see

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thank you for your help

high stone
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(:

obtuse egret
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@livid haven you're fine bro nothing over dramatic

sullen wraith
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Anyone know how to do client side objects, so only 1 player can see

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for example if player completed value = true then object visible for that player?

pliant moat
drifting flower
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omg its so cool

lucid snow
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Hey all, not 100% sure where to ask this, but my Unreal is causing my whole machine to freeze up when I try debug in Standalone mode with 2 clients:

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It seems to spawn off a hell of a lot of these CrashReportClients that hog a lot of CPU

pliant moat
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I would've fixed the crashes

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Not sure what's the cause, but maybe you have uncaught exceptions

lucid snow
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I would fix the crashes but there aren't any...

kind briar
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can anyone give me a hand getting that running on 4.20?

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getting those errors atm

whole quarry
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@kind briar you need to contact the maker of that

kind briar
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ahh, initially it looked easy

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I'll show you the header files

whole quarry
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Im not the maker

regal mulch
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@kindred mountain is the person who created this

whole quarry
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Maybe in #cpp they can help you

kind briar
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ty

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ty for that

plain laurel
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gday all

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my editor is being a spastic and crashing everytime I click to apply an animation blueprint to a skeletal mesh

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anyone know how to get it to stop being a spastic cunt?

paper kernel
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sounds like your animbp has issue

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granted, it doesn't have the safeguards regular blueprints have

plain laurel
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it was working perfectly fine before

fierce tulip
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^ what people always say before it breaks

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"my fridge broke, was working fine before"

paper kernel
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duplicate the asset, use that

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if that doesn't work, then it has a logic problem

plain laurel
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thanks ctzn_no7

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I'll try that

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didnt work

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it still crashed

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I dont get it

regal mulch
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What's the crash

plain laurel
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editor is crashing when I click to set an animation blueprint on a skeletal mesh

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doesnt even get to the selection, immediately crashes

regal mulch
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I mean what's the error message you get

plain laurel
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You do not have any debugging symbols required to display the callstack for this crash.

paper kernel
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project folder -> saved -> logs -> latestfile

regal mulch
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Hm, that at least sounds like UE4 crashes cause of UE4 code

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You should install debug symboles though, just in case :D

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Helps debugging in the future

plain laurel
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super annoying just lost hours of work

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ok the editor is causing it

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I can manually change the animation blueprint on the skeletal meshes in the map

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but cant change them on the blueprint

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what a fucking cunt of a thing

plush yew
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hey has anyone modified the ue4 skybox to a custom texture?

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Welp, I am officially starting to learn UE4 today. Coming from Source, this is going to be weird and overwhelming. ๐Ÿ˜„

fierce tulip
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good luck!

elfin jacinth
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And, you'll do great things, @plush yew!

plain laurel
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ok I just loaded up a backup of my work

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and the editor does the same crash

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if you even try to change the animation blueprint

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you cant change it back

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the editor wont let me

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it crashes every time

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I cant do any more work until this issue is fixed

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anyone know how to get in contact with someone from the unreal team?

whole quarry
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awnserhub

plush yew
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aw thank you @elfin jacinth @fierce tulip

fierce tulip
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@plain laurel with the debug symbols you can get a detailed report, and use the bug report system to explain the issue along with the report.
That will help the dev's finding the issue.
since its such a vague crash there isnt much we or them can do unless you provide them with that report and any/all data you can find.

In the mean time find something else you can do for your project, and hope it gets fixed on a later date. (or recreate it from scratch and see if it still crashes)

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#JustAnAverageDayInGamedevLand

plain laurel
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I copied the code from my project and pasted it into the event graph of an earlier backup

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hopefully that fixes it

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I dont know how to set up debug symbols its the first I've heard of them

fierce tulip
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when you (re)install the engine, you can enable and disable some options like content examples, additional tools, and one of them is the debug symbols

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take up quite a few gb

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but it can be worth it during problems like yours

paper kernel
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welp, I finally understood event dispatchers

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took me 4 years

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(should clarify, understood the benefit of having one)

plush yew
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Hey, I just reinstall system. how to tell EG Launcher where my files located?

fierce tulip
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if you open the project the launcher can find it

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(if I am correct)

plush yew
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well, I mean Engine too

fierce tulip
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during installing engine there should be an option to change that location

plush yew
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Yeah and it said "Directory not empty" and [install] button becomes disabled

gaunt raptor
fierce tulip
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oh god its so bad

paper kernel
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wouldn't it be easier just to say "jrpg combat"

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or, is there more to it?

fierce tulip
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yea, was just explaining some very simple mechanic, and in next videos iterate on improving and changing those

paper kernel
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oh right, I had a question: on scale of 1 to bad idea, should damage display system be done using separate widgets?

fierce tulip
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noooo clue :p

static viper
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Female voice from the computer:

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Battle Example

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1

boreal night
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Hi guys can we make macromanagement game with UE? Is there a tutorial?

static viper
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You didnt even moved the blocks!!!!

paper kernel
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I doubt management games have tutorials really, every game is so different in that genre

fierce tulip
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@boreal night thats like asking if there is a tutorial to make simcity

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need to take each task apart and split it into their smallest components and find tutorials for that

boreal night
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Or maybe total war games?

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Not the part where they do battle

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Only when managing settlement stuff

fierce tulip
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again
need to take each task apart and split it into their smallest components and find tutorials for that

paper kernel
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economy management is much much harder than programming it, just a food for thought

boreal night
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Any Idea where or what to begin with?

fierce tulip
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how much experience with ue4 do you have?

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or gamedev in general

boreal night
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Almost nothing :(

paper kernel
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yea project like that would be way out of your skillscope

fierce tulip
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then start with simple tutorials, figure out how to make breakout or pong or whatever

boreal night
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Do you know about the RTS tutorial that came out 2 or 3 years ago

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I'm doing okay with it

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But it's not what I'm looking for

fierce tulip
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im not going to repeat myself again

paper kernel
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make a game design document first, should give you a nice list you need to do

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and when you know what you need to make, you can find a tutorial for it

boreal night
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Ok thanks

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Wait,

paper kernel
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but you have been warned, economy simulators are not for beginners

boreal night
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Luos said about tasks

fierce tulip
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same thing, different words

boreal night
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What are the tasks

fierce tulip
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i.e. for pong, you'll need to move the paddle up and down.
smaller tasks are, make paddle, make up/down movement, how does impact work in ue4 (research), etc etc

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make paddle > learn 3d, break down into smaller steps again

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(modeling, uv mapping, texturing, making a shader, etc)

boreal night
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Can't I start with framework instead?

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For macromanagement game what would be the start?

static viper
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watching all mathew wadstein videos.

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Here!!!

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That would be a proper start.

boreal night
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That's it!

static viper
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Yes!

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So easy!!!

boreal night
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No, I know it wont be easy

tiny prawn
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steps in the door to see all the new faces...

static viper
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slaps kevin

crude jasper
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no one in audio

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can some answer me a question ?

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this is saying hello

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why isnt it playing the sound ?

pallid compass
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u need socket name to attach

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pretty sure

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unless im thinking of something else

crude jasper
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any other things that might be wrong ?

fierce tulip
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heya @tiny prawn

pallid compass
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try it at 0,0,0

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incase its offset issue

crude jasper
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where do i put 0 0 0 ?

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not working

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the audio component is not playing the sound but i know its being executed

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if i just hear the sound it does play

static viper
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and you dont think its a problem that this audio component is at 0 0 0?

crude jasper
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no.. i just found the solution xD

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i ticked auto activate

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cause well

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i saw a video

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and this dude was using it

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and he said that made it start by itself

static viper
#

youre redpending too much on tutorials XD

crude jasper
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not the same with audio components i guess

static viper
#

watch more tutorials

crude jasper
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well i got what i want working now ๐Ÿ˜ƒ

static viper
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not enough

crude jasper
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what do you mean

static viper
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that you will prolly discard tutorials now... until you get the next problem

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you need to find solutions on your own at some point

crude jasper
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well i kinda did xd

static viper
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i put the blame on you.

crude jasper
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actually the tutorial dint do much did worse xd but ik what you mean...

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:-:

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im having a weird problem btw

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nothing about this

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its this thing

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happened

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rly rly weird

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i think its a glitch

static viper
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you can do one sentence XD

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i cant

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but you can be better

crude jasper
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xD

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well the thing is, i was copying some files in to a new folder to organize

static viper
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copying?

crude jasper
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and when i moved them to the next folder it duplicated the folders but not the files O.o

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like copy paste

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or move what ever

static viper
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you dont even know that!!!

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WHAT

crude jasper
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ye

static viper
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move moves

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and copy creates files

crude jasper
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xD

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stop joking!

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now i cant delete one of the folders that it duplicated

static viper
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the reason why you see empty folder is that unreal cant update the view

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why duplicating stuff O.o

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that is so wrong

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all the refs will break

crude jasper
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Wait

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i dont think you understand

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all i did

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was move a file inside another

static viper
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i am so confused.

crude jasper
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and it duplicated the file i was moving

whole quarry
#

you moved a file inside a file? think

crude jasper
#

yes

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Yes

static viper
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explain again from beginning

crude jasper
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OKAY

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I moved a file to another file

static viper
#

remco solves this.

whole quarry
#

Once upon a time, in a distant galaxy..

crude jasper
#

and the file i moved was duplicated

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but had no content

static viper
#

file

whole quarry
#

move back a little please

static viper
#

is not asset

crude jasper
whole quarry
#

how did you move a file to another file?

static viper
#

did you move in editor or in windows

crude jasper
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where you see the selected files

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thats where it happened

whole quarry
#

those are folders

crude jasper
#

hmmmmm

#

well

static viper
#

well?

crude jasper
#

xD

static viper
#

no its folders.

crude jasper
#

My story but with folders XD

whole quarry
#

okay so you moved a folder to another folder

crude jasper
#

ye

static viper
#

so you moved a folder into another folder

whole quarry
#

like inserting a folder into another folder?

crude jasper
#

and it created 2 GameSoundFX

#

yes

static viper
#

you

crude jasper
#

I changed the name of 1

static viper
#

drag and drop?

crude jasper
#

yeh

whole quarry
#

a popup menu should appear: Move Folder or Duplicate

static viper
#

and there was already another folder with the same name?

crude jasper
#

yes and i clicked move folder

#

no

#

there was 1

#

GameSoundFX

#

i created a new file

whole quarry
#

so there was a GameSoundFX in the folder where you moved the other folder in to?

crude jasper
#

GameFX

static viper
#

a file or a folder??!

crude jasper
#

folder

static viper
#

say folder

crude jasper
#

I moved GameSoundFX inside GameFX

#

and it created a foulder named GameSoundFX inside GameFX and one outside

#

GameSoundFX Outside had more folders but no content

#

GameFX had GameSoundFX inside and had content

#

And now i cant delete what glitched XD

static viper
#

and that is a problem?

crude jasper
#

Example

static viper
#

you need to find out yes

crude jasper
#

yeh

static viper
#

but that was the most obniousis explain ever

#

OMG

#

i cant even spell that

fierce tulip
#

i think he still needs to fix up redirectors

static viper
#

and remove the windows folder manually

#

ue4 cant remove folders

crude jasper
#

xd

#

wait so

fierce tulip
#

rightclick on top folder in content browser > fix up redirectors

#

see if that does anything

crude jasper
#

ok

#

waiting

#

did nothing

#

tried to delete

#

did nothing

#

xD

#

when i shut the project down

#

ima delete it from outside UE4

whole quarry
#

Thats an old issue with UE4, it doesnt delete folders

crude jasper
#

thx anyway xd

whole quarry
#

you'll have to do that from the Windows Explorer

crude jasper
#

Oh wait thats not all XD

whole quarry
#

There is more!?

crude jasper
#

im saying that inside GameFX it has the content right and i mean files

#

but

#

when i did it

#

Every file was also empty

#

they started popping up later XD

whole quarry
#

folder you mean?

crude jasper
#

ye

#

ahahhaha

#

jesus files and folders jeez

static viper
#

duda thats also a known bug

crude jasper
#

rly ?

static viper
#

i told you

#

ue4 cant update its view

crude jasper
#

hmmm

whole quarry
#

its important to call the things by their names to avoid confusing, thats why humans started to name things in the first place

static viper
#

just click out of the folder

#

and back in

crude jasper
#

ye xd

static viper
#

then fix redirections

crude jasper
#

ye i did that at the time dint fix redirections

#

gonna try

static viper
#

you are just doing it wrong XD

crude jasper
#

ok but forget it ill delete it from windows explorer

#

easier and job well done xD

whole quarry
#

[horrible-advice]if it still doesn't work after that, the clusters may be broken of your HDD and needs to be magnetized again. you can do that by putting it in the microwave, 30min 300watts [/horrible-advice]

static viper
#

jezus what a horrible advice

#

now he is going to ask more question

fierce tulip
#

yea everyone knows its 40 minutes at 450 watts

crude jasper
#

XDDDDDDDDD

#

Wtf are you talking about?!?!?! ahahha

static viper
#

ofc

#

ask more questions

crude jasper
#

Ok enough

static viper
#

we love questions.

crude jasper
#

i wont ask more questions

#

for now

#

lolz

sullen wraith
#

How can I cast from 1 actor to another? I've got an ingame actor "bombplaced" trying to set a boolean from "bankdoor" to true and it's not working

whole quarry
#

@sullen wraith notice the ERROR ?

sullen wraith
#

yeah but I can't seem to figure the correct connections for it :3

whole quarry
#

it wants a Object input

#

a object thats in the world, that it can cast to

static viper
#

doing server stuff but doest not know object cast

whole quarry
#

it will teach you about casting

upbeat trench
#

okay so I have an issue where my BP preview displays something fine but the main viewport is acting up

sullen wraith
#

yeah but what object?

whole quarry
#

also, doing a multiplayer with this knowledge level... I really advice against it

sullen wraith
#

it's casting to bankdoor

#

and in the world ,theres an object called bankdoor

atomic hull
#

is coocked content the same for both develpopment and shipping or should I cook for shiiping too ?

whole quarry
#

watch the youtube video @sullen wraith , it will teach you about BP communications like casting

sullen wraith
#

watched a bit of it before, most of it is about the player controller, im using two actors and it doesn't seem to be working for me :3

crude jasper
#

Hey i do have a question

#

Is there a way to make a sound class Local ?

static viper
#

o.o

crude jasper
#

?

whole quarry
#

local?

#

what do you mean?

crude jasper
#

not replicated

#

ill show you

#

you see that

#

when the underwater sound plays it applies a mix

#

well maybe it isnt here

#

Does audio component

#

Can audio component be local ?

#

like not replicated

#

because when one player triggers it

static viper
#

only audio cues can

crude jasper
#

the others are hearing it

static viper
#

if others can hear it

crude jasper
static viper
#

then you playing it on the server

#

and not on the client

#

you need to play that on client

crude jasper
#

im playing on third person client

#

im playing this

static viper
#

you go here

crude jasper
#

ok

static viper
#

bc this is clearly a multiplayer issue

#

only

crude jasper
#

hey anyone here not busy to help me with some trouble ? Xd

steady plank
#

does anyone have a sonic 2d flipbook engine?

steady plank
#

@everyone does anyone have a sonic 2d flipbook engine

fierce tulip
#

i am so happy that -at-everyone doesnt work

#

seriously @steady plank behave

steady plank
#

sorry

static viper
#

ยฏ/(OvO)/ยฏ

fierce tulip
#

lol

static viper
#

8K people

fierce tulip
#

almost 17k apparently

steady plank
#

im just trying to make this metroid sonic hybrid game

static viper
#

you tried it in 3 channels now

steady plank
#

im sorry

#

i just needed help

fierce tulip
#

no help now.

#

:p

static viper
#

WHAT

#

very

#

bald.

pallid compass
#

omg

red folio
#

Hi where can I go to get help with an issue I'm having inside the editor?

#

It's about sessions

trim steeple
#

yo

#

everything blink and the shader are really strange

#

someone know what going on?

#

I changed the near clip to 0 before getting to bed and forgot, this was the problem

viral herald
#

hey guys

#

i dont know how to say it

#

but i want to try to add different body aprts with the same rig together

#

for a randomization kind of thing

#

is there a way to join them together?

trim steeple
#

yeah

#

@viral herald add multiple skeletal mesh to your actor

#

like this: (image incoming)

viral herald
#

ok

trim steeple
#

make sure to use the set master pose component to make sure animation are sync

#

@viral herald this is what you ask for right ?

viral herald
#

hmm

#

one second let me check

fierce tulip
#

"additional meshes"

viral herald
#

luos got what i was trying to do currently XD

#

@static viper thanks though man

static viper
#

๐Ÿ˜ƒ

viral herald
#

WTH what is that man!

#

that username

static viper
#

youre welcome

viral herald
#

i like it

static viper
#

it can yes

#

tho it needs alot of precision

vale silo
#

I always thought owl was she ๐Ÿคฆ

#

anyhow, back on the subject.... I mean, why didn't Epic expose that C++ part (merging part in runtime) to BP ?

trim steeple
#

don't know why

#

but you have a lot of disavantage

fierce tulip
#

afaik owl is an owl

trim steeple
vale silo
#

@trim steeple "mesh merge" shows to be cheap in runtime

trim steeple
#

still look interesting depending on the project

vale silo
#

setup cost is only one-time cost, right ?

trim steeple
#

not sure if by setup they mean the amount of effort or the one-time loading

static viper
#

i am owl

trim steeple
#

probably the one-time loading

#

(to merge and all the stuff)

#

@vale silo for me no morph target is a big deal

static viper
#

what do you actually want @vale silo

#

in game language

#

not code

trim steeple
#

look the link

vale silo
#

oh, I am just wondering about having modular characters in my game and I don't do C++

static viper
#

what does modular characer mean to you

#

explain

vale silo
#

(and probably gory dismemberment too)

trim steeple
#

I would use the master pose component if I was use then

vale silo
#

randomly generated one from the body parts (to create a crowd that doesn't quite look like clones)

trim steeple
#

hummmm

static viper
#

ah

#

yee that is doable with bp

trim steeple
#

yep

static viper
#

you just need precision

vale silo
#

but, at what cost ?

static viper
#

one skeleton

#

no cost at all

vale silo
#

it's for mobile platform

static viper
#

because its all done at start.

#

is it?

#

how does your game work

#

the spawning of skeletal meshes with materials ofc costs

vale silo
#

mobile VR to be precise, where drawcalls budget is low

static viper
#

regardless technique

#

and what artstyle?

vale silo
#

it would be the same material with probably a large atlas texture

trim steeple
#

damn, good luck, that will be hard to have a big crowd with a mobile

#

but not impossible

static viper
#

resolution of textures?

#

and animation detail?

#

polies?

vale silo
#

low poly stuff

trim steeple
#

@static viper you actually need a lot of information to know the best options for sure

static viper
#

thats why i am asking...

trim steeple
#

How many people in the crowd?

vale silo
#

maybe ~100 drawcalls in the view and maybe 2M tris in the view

trim steeple
#

yeah yeah, I did my mister obvious

static viper
#

motorsept i think you have great chances

#

keep the animations low and the lod high

#

then you can have small crowds

#

and shadows

#

just use capsule

vale silo
#

oh, no shadows

trim steeple
#

good idea for shadow

#

you could simulate them if the crowd don't move

vale silo
#

fake blob shadows maybe, but no true dynamic shadows

trim steeple
#

for sure

static viper
#

thats what i meant

idle garden
#

Hi

tall pendant
#

fake blob or capsule shadows are pretty cheap

#

should even run on super low end stuff

vale silo
#

so, I wouldn't merge meshes on runtime and each character will be composed from several meshes ?

tall pendant
#

gear vr e.g

static viper
#

dont merge

#

just create them all at once

trim steeple
#

I don't recommend to merge as well

idle garden
#

I enabled global clip plan and then I need to restart mt project, now it's on 45% forever :T

static viper
#

and have basic shapes preloaded

vale silo
#

@tall pendant no shadows are supported on Gear VR / Oculus Go..

idle garden
#

can you help me?

vale silo
#

maybe modulated are supported, but broken currently

#

nothing else works

tall pendant
#

@vale silo Ohh really? i thought at least capsule shadows would work on those platform. Well then just use fake blobs ๐Ÿ˜„

static viper
#

@idle garden

vale silo
#

@โ•ฒโŽ OvO โŽ โ•ฑ#0796 so, do I export skeletal pieces and when importing them use the same skeleton ?

static viper
#

45% means compiling

#

you have todo nothing

#

just wait

#

it will be ready some time soon

idle garden
#

Ok, I'll wait

#

Tks

static viper
#

yes

#

same skeleton

#

master pose node in tick node

#

tho

#

fo crowd

#

you should use crowd control

#

you dont want them to be actors

vale silo
#

I call it a "crowd" but it will be a handful of characters

static viper
#

thats ok

vale silo
#

not like L4D2 crowds

static viper
#

just dont let them tick pose single

#

create one crowd system

#

this doesnt seem to be anything complex

#

so you can just control them all at once forever

vale silo
#

I'd have to dig into that - I've only created simple AI, not crowds

static viper
#

oh its ai?

#

8its actually ai...

vale silo
#

btw, I can't seem to find docs on "master pose".. Are there any?

#

yeah, it's AI with Detour Controller

static viper
#

oph you drag that node from your skeleton

#

you need a base skeleton in all npcs

vale silo
#

aye, thanks

olive yew
#

can someone help me

trim steeple
#

@olive yew ask your question

trim steeple
#

I guess this is not the question xd

olive yew
#

i dont want the grass to be like that

#

i want it to stand up

trim steeple
#

oh..

#

you have some mesh or you try to paint the grass ?

#

because you can't paint grass this way

#

if you want to paint grass (have no mesh basically) you'll need a more complex material

#

this is an example of what you try to achieve?

opal coral
#

is it possible to make particle effects for UMG yet somehow?

fierce tulip
#

i think there was a plugin for it, else need to wait till niagara is production ready

trim steeple
#

@fierce tulip I also remember a plugin for this

fierce tulip
#

ahh yea that one

trim steeple
#

When you said wait untill niagara is out, that meant niagara will be able of this by default?

fierce tulip
#

yups, its one of the most requested features hehe

#

they even talkabout it a little during on of the showcases

trim steeple
#

Yeah I just saw the big title and images of it, didn't read that much

#

May I ask a question that I could find my self, but I'm to lazy?

#

Honesty level 100

sudden cradle
#

I'm fucking around with this grass on a world I built

#

this similar to what you had in mind?

trim steeple
#

you should tag the name of the guys

sudden cradle
#

@olive yew

#

soz

#

also, @trim steeple ask away

trim steeple
#

What going to happen to our actual particle effect, are they going to be convert or we going to keep the old system and like sequencer/matinee we will have the option?

fierce tulip
#

there might a converter at some point, but even then you'll probably need to retweak things.
i'd suggest only moving over if you are still in the early stages of development you can switch over once its "stable" but else id stick with cascade as much as possible.

vale silo
#

Can UE4 bake modular mesh/skel.mesh (where each piece has its own material and texture) into one mesh with single material and texture atlas? Or should I do that in 3D app ?

opal coral
#

@trim steeple thanks, though unfortunately that's way over my budget for this. trying to get by with materials for now

#

perhaps it would be feasible to render a 3D particle system with a camera to a texture and use that ;/

sudden cradle
#

@opal coral

Or you could having a dynamic widget with different opacity boxes

#

Like an emitter but constrained to two dimensions

#

this might help

pure marsh
#

Is there a way to use the rendering bounds of an actor for all its components?

#

I have a bunch of particles traveling along a spline but when they reach the end and the player can't see the startpoint they will not render until the player looks at the startpoint again

opal coral
#

@sudden cradle you mean coding an emitter that emits images and simulate a real particle system, but for UMG?

sudden cradle
#

@opal coral

More just creating something in widgets that displays images that have particle-like things on them an varies their opacity

#

so yeah pretty much

opal coral
#

I probably won't end up re-inventing that much, as I don't know exactly what kinds of effects I'm looking for yet. I wanted to window-shop for GUI effects and try to discover the juice rather

coarse turtle
#

Are there any production games which were only done using blueprints? I try to avoid C++ as much as possible.

proper stump
#

Hey, I heard steam takes a 35% revenue share.. is that true? what about playstation/xbox sales?

plush yew
#

If you wanna look for those games, you'll probably be looking at SP-only @coarse turtle

proper stump
#

@coarse turtle the more complex logic/game mechanic you need... the harder it'll be to use blueprints

trim steeple
#

@fierce tulip thanks, I'm fine with the actual system and I'm about to release my game so it's not the good time for me :p

sudden cradle
#

@proper stump I sorta disagree, blueprints can handle some really decent stuff, but it is expensive

#

so any complex mechanic should be shifted to c++ for optimisation

#

my workflow is do everything super fast in blueprints, find the bottlenecks and find solutions for them in c++

plush yew
whole quarry
#

@plush yew do you own the model?

digital anchor
#

ye

tall pendant
opal coral
#

@coarse turtle Snake Pass was all blueprints up to a certain point (they had an interview and said they were gonna move some systems into C++). yeah here it is, it was all blueprints at this point: https://www.youtube.com/watch?v=tqczzzNAcAc

Announce Post: https://forums.unrealengine.com/showthread.php?134190 In thisss livestream, the development team from Sumo Digital is joining usss for an extr...

โ–ถ Play video
#

at 13:30

plush yew
#

Sorry probably easy question but: How can you call a function of a selfmade actor class in another blueprint?

#

With a variable of that class

#

Is it Cast To?

elfin jacinth
#

BTW all

#

For those wanting dev-rendering, it is now available on Github

manic pawn
#

there is no rtx stuff in it :(

elfin jacinth
#

What is everyones obsession with the Rooster Teeth Expo? ๐Ÿ˜›

manic pawn
#

๐Ÿค”

elfin jacinth
#

๐Ÿ˜›

viral kite
#

Greetings all!

polar hawk
#

What is a Rooster Teeth Expo

#

oh wait

#

nvm

viral kite
#

Currently working on a runner that's 2,5D

polar hawk
#

I get it

viral kite
#

Added a sprinting control, but would like to understand how I can use Blueprints to create a sort of "stamina" variable that exhausts upon holding in the button and what not, if any of you awesome fold would be willing to help out. (YouTube's a last resort, saving data here xD)

#

folk*

polar hawk
#

tick -> if holding button -> decrease float at decay rate * delta seconds

#

if not holding button -> increase float at regen rate * delta seconds

plush yew
#

@whole quarry what?

#

its a brush pack

#

I want to sculpt with it and sell the sculpted and textured model

tall pendant
#

thats no issue.

plush yew
#

@polar hawk wouldn't that decrease it even if he's standing still?

polar hawk
#

question has no mention of standing still

plush yew
#

well, idk, he did say "sprinting", now I'm not much of a runner, but I think it implies movement ๐Ÿ˜„

polar hawk
#

the core of it is something that exhausts when holding in a button

#

besides

#

the rest of it is gravy on top of it

#

if he can get a button to decrease and increase

#

he can add a conditional to check speed or whatever

plush yew
#

he should also probably check if player is holding the key and that player isn't in a vehicle or mid air or something yes

polar hawk
#

one step at a time

plush yew
#

yeah that's my problem, I'm a UE4 noob and can't keep up consistency, just overwhelm myself every time :c

grim ore
#

The easiest solution is to just not add in the feature. You solve the problem of figuring it out and you can't overwhelm yourself if you never do anything ๐Ÿ˜›

cursive dirge
#

@plush yew always be super cautious when someone shares CC0

#

it could be ripped from somewhere

#

people do stupid stuff like that all the time

plush yew
#

ah

cursive dirge
#

also, reselling stuff others shared for free... yeah... there's a special place in hell for people like those ๐Ÿ˜„

plush yew
#

this is the thing

sleek solar
#

Why do you even need "games" inside the lootboxes?

plush yew
#

@grim ore yes, this is what I tell myself and spend days doing nothing at all... can't make mistakes that way!

#

@cursive dirge what do you think?

#

@cursive dirge you there?

#

what are the chances its ripped?

vale silo
#

so, can UE4 bake modular mesh/skel.mesh (where each piece has its own material and texture) into one mesh with single material and texture atlas? Or should I do that in 3D app ?

crude jasper
vale silo
#

@fierce tulip that's something else entirely

#

There is a plugin that imports Quake 1 levels into UE4.. Upon import geometry is split into separate meshes, with unique materials and textures. That's a lot of drawcalls I don't need. Selecting sections and "baking" them into one mesh is what I need. When that happens, I'd like to have 1 material per such "baked" / joined mesh and 1 texture atlas.

#

Or

#

Baking complex material / textures (Paragon?) down to a simple 1 mat / 1 texture

chilly bronze
#

Hey Iโ€™m brand new to unreal, are there tutorials you could recommend? I know I could use google but Iโ€™d rather get information from you guys because there may be specific things I should learn first.

grim ore
#

Start with the basics, figure out what you want to do, break it down into what you need to learn, learn that, repeat back to step 1

#

The official tutorials/docs are a good start until you figure out what you need to learn then google that topic or find it in the docs

chilly bronze
#

Thx @grim ore

tame flint
#

If I have a component attached to my 3rd person character does anyone know how I can get the location of the camera inside the attached component IN C++

boreal night
#

Newbie question: I launched my project, mouse pointer does not show up, I can't click the interface widget I made. Please advise

floral parcel
#

Uploaded a 3D model from blender and it uploaded into 3 separate models how can i fix this?

#

Silly me i found that there is a combine meshes checkbox when trying to import

deep vortex
#

yup, that'll do it ๐Ÿ˜‰

paper kernel
#

question: I'm getting a lot of queued ticks, how do I see which classes are causing it

#

and/or why

brittle gulch
#

Hi guys, is it possible to insert LOD between 2 other ones inside ue4?

cinder iron
#

@paper kernel add cycle counters in the (you think) problematic classes/methods. Boot up the profiler and see what could be causing it.

torn acorn
#

When i importsome stuff i get error message help

#

Lol

#

Oki

whole quarry
#

set smoothing group to edge or faces in the export settings

torn acorn
#

O my god thankyou

high stone
#

Anyone know offhand what mobile phones these days take for icon resolution? 32x32?

whole quarry
#

@high stone iirc the Developer consoles (i.e. Google Play) have dimension requirements for that kind of stuff

#

also in the Project Settings in UE4 its noted what the dimensions are

high stone
#

Found it. (: 76x76. That's much better!

brittle gulch
#

Hi guys,what does it change if I put the LOD mode in Foliage mode instead of None?

whole quarry
#

then it uses LODs?

brittle gulch
#

Hi, I mean, when I go into the static mesh editor, I can change LOD group to something else than none; Foliage for instance, what does that change?

whole quarry
#

Using LOD Groups Using LOD Groups is the preferred way to create LODs inside UE4 with the Automatic LOD tool. In the following section, we will go over how you go about setting up and using LOD groups in your UE4 projects. https://docs.unrealengine.com/en-us/Engine/Content/Types/StaticMeshes/HowTo/AutomaticLODGeneration

Seems like its for the Automatic LOD tool

#

what does it say when you hover your mouse over it?

brittle gulch
#

It seams that it changes the way that the engine handles LOD switches. Because when I set it to foliage, the switches seems to not caring of the values that I put inside of the screen percentage, it handles it differently...
When I hover my mouse it doesn't say anything unfortunately :/

torn acorn
#

Why are my animations not working

static viper
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i forgot my crystal orb

whole quarry
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@torn acorn Easy, the moon is renewing towards a new full moon, the low sun light reflection bounces of from earth and hits jupiter. Due to the gasses of jupiter, only a partial fraction of the light is returned which Earth captures just a tiny bit from. This enters the atmosphere and goes right in to your computer, corrupting the animation

high stone
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Lol

velvet ravine
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Hi guy.Ladies I'm using the Victory and Advanced Sessions Plugin and my Build is coming up with this Error

UATHelper: Packaging (Windows (64-bit)): C:\ORB\Plugins\VictoryPlugin20\Source\VictoryBPLibrary\VictoryBPLibrary.Build.cs: warning: Referenced directory 'C:\Ue4_4.20\4.20s\Engine\Source\VictoryBPLibrary\Public' does not exist.
PackagingResults: Warning: Referenced directory 'C:\Ue4_4.20\4.20s\Engine\Source\VictoryBPLibrary\Public' does not exist.

Could anyone guide me in the right direction,

whole quarry
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the error is kinda spoiling it: Referenced directory 'C:\Ue4_4.20\4.20s\Engine\Source\VictoryBPLibrary\Public' does not exist.

velvet ravine
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i know i built the Plugin built the engine still not having any joy

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useless plugins have changed in 4.20 doing everything the same

whole quarry
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did you verify it being there?

velvet ravine
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That's the thing its not there lol, I've built it so many times, Just wondered if i was missing something, (Well i am missing something but don know what )

whole quarry
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well, it says C:\Ue4_4.20\4.20s\Engine\Source\VictoryBPLibrary\Public is missing

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might want to look in to that

pallid compass
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Dont uwe vic bp lib plugin its trash

velvet ravine
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i only use it for sting to config file, Server Name and player slots, certain game settings so users can set up there servers the way they want

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but saying that i still cannot get my head round reference file crap lol

torn acorn
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@whole quarry shit man that was funny

whole quarry
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You nees to specify what is not working, we dont know what you did

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cant help if you dont give information @torn acorn

torn acorn
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Ok here is what happened i was following a tutorial in youtue and the tutorial gave me files for practice
Then after getting the files i tried to import it
But when i impprted it i got errors and some of the filesdidnt show
:(
And some fileswho had animation didnt animate

whole quarry
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ah, well, you need to contact in that case the youtuber who made the files

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maybe you need to change some import settings or something

torn acorn
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:( hmm yes thats what i think

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Itjust keeps on saying failed to mergebones

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๐Ÿ˜ญ

whole quarry
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so it has problems importing the model

vale silo
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There is a plugin that imports Quake 1 levels into UE4.. Upon import geometry is split into separate meshes, with unique materials and textures. That's a lot of drawcalls I don't need. Selecting sections of the level and "baking" them into one mesh is what I need. When that happens, I'd like to have 1 material per such "baked" / joined mesh and 1 texture atlas.
Or
Baking complex material / textures (Paragon?) down to a simple 1 mat / 1 texture. How do I do that in UE4 ? (that is if UE4 can do that)

honest vale
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you can't bake complex materials to a single texture

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you use masks to define different areas on the mesh and then blend textures based on those

vale silo
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that's... what UE4 does by default. I need to simplify it by baking it down.

plush yew
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hello guys I have a problem I follow this tutorial but when I made the bp for the check box it doesn't work-why?

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tis is the tutorial

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this is the bp of the tutorial

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my is the same

pallid compass
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not sure what your problem is, but just a little tip

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you dont really need branch

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u can drive the bool to set the values

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by inverting it

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just lil tip!

plush yew
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he shows here so I will follow him

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the problem is when I start the game I Must to can to check or uncheck where it writes "Use Steam" but I can't choose check or uncheck ๐Ÿ˜ฆ

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this is the problem

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here

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I fixed

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wow

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omg

whole quarry
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@pallid compass do not deviate from the tutorial steps! lolface

pallid compass
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ohh was it a tut ๐Ÿ˜ฎ

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my bad

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BAD TUT

paper kernel
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question: can I intercept a interface message with actorcomponent, if it's present?

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or what would be an alternative solution

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or should I just check is the component present before doing the interface call?

radiant fable
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i'm getting no screenspace reflections either outside my lightmass importance volume, or when i fly out of range of all my reflection capture spheres. anyone have an idea what's going on?

brittle gulch
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Is it really necessary to make texture atlases? My 4k textures twke about 10mb in the memory and tge 1k ones take only 1mb. Isnt it better to have 4 1k textures instead of an atlas to store the four of them?

tawdry storm
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@radiant fable aren't those screen space reflections at the start there?

fierce tulip
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texture atlasses arent that beneficial in ue4

brittle gulch
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Okay good news, i guess to save memory it's better to manage the RBGA channels in order to recompose textures. My texture stream8ng pool is full when I arrive at 600mb, Is it reasonable?

sudden agate
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@radiant fable looks fine to me

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the SSR are visible on the lower part of your mesh. the ground is reflected on your mesh

tawdry storm
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th big drawback with SSR is that it doesn't work with stuff that's not on the screen. that's why it's mostly black at the end there.

sudden agate
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Hence the name SCREENSPACE Reflection

static viper
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why arent texture atlas that beneficial?

fierce tulip
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as you'd load the same texture for each tile of that atlass if they are in your scene, wich results in a bigger load than just the simple textures

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as you'd load the same texture for each tile of that atlass if they are in your scene, wich results in a bigger load than just the simple textures

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or worse, only 10% of that atlass and you are wasting memory

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@brittle gulch avoid alpha where possible, as it takes up same amount as RGB combined.

static viper
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ok

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no atlas

brittle gulch
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Oh really? No alpha? That's good to know, it's not what I've heard before so I'm glad I know it now. So the best would be only having RGB textures even if it multiplies the amount of textures at the end. And what do you think if I split a 4k textures in 4 1k texturesand I combine them into the material with some texture coordinate maths. Is it a good trick or not at all?

plush yew
radiant fable
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thanks guys, perhaps ssr is functioning, its still odd my top reflections go black, they shouod be reflecting the sky portion of the screen. perhaps its my volumetric light samples, rebuilding all

digital anchor
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in case its always sky above, you could fake it, as an alternative..

fierce tulip
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@brittle gulch it depends on what you need. you can channel pack grayscales into RGB, but if you need accurate detail, or no compression artifacts its sometimes better to save grayscales as alpha. as for something like you are showing, if that is one image, I'd just keep it a 4k albedo

brittle gulch
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okay, maybe for opacity, heightmap, specular and roughness, some grayscale textures stored as packed RGB is enough. But as soon as it's been used for more complex purposes, like fx or shader effect, it may be better to store them in alpha right?

fierce tulip
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yea, though again also depends on your needs

brittle gulch
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Yeah sure. Thanks for those infos.
BTW I have a question about foliage, I have a lot of grass and plants made with simple planes and opacity masks. However, my shader complexity really tends to the pink/white. So I thought, to avoid that, I could define more the plants with real geometry, but then I'm afraid that the vertex count will hit very huge numbers (like 50 - 100 M maybe)! What do you think?

fierce tulip
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use masked + 2 sided foliage material, and yea try to keep the masked out bits out of the mesh as well

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tri-counts are less of a worry than loads of overdraw

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you should be able to find quite some documentation trough google me thinks

brittle gulch
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Okay good, I thought tri counts were more important, glad to know that I can go higher than what I already have (about 12M).
I guess I'll still have to balance between masked areas and triangles while prefering triangles over big masked areas.
I'll do my search on that, thanks again

tawdry raptor
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hey

heavy falcon
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ahoy

tawdry raptor
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how can I make my AI walk on walls and ceilings

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the AI still needs to use the nav mesh

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and the nav mesh is just like a floor

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I need the AI to be able to jump and cling to ceilings

fierce tulip
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you need to set that up trough code/bp/anim/etc

tawdry raptor
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yeah

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but what about the nav mesh

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I cant put the nav mesh on the walls and cielings

brittle gulch
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I think you won't use the built in navigation system in order to do something like that. It's just not possible, you'll have to make a custom one. Take a look at that : https://www.youtube.com/watch?v=6Vhu2NQrK_c
I don't know how it's been set up but it's worth to check it out

Now available on marketplace for free https://www.unrealengine.com/marketplace/spider-navigation A demonstation of the custom navigation system for spiders. ...

โ–ถ Play video
junior topaz
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Hello, is anyone using VaRest ?

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I'm installing this Plugin to my 4.20.2 Engine but it doesn't show me any VaRest nodes

tawdry raptor
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hey @brittle gulch I have that but I dont understand how to make the AI use that grid

remote roost
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has anyone had any success in porting this over to newer engine versions?

paper kernel
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For Spider navigation I would probably go with generated spline

remote roost
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I've been trying to but the entire shader code structure has been changed since

tawdry raptor
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what do you mean @paper kernel ?

paper kernel
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I got an example

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I made one for slotcar project

tawdry raptor
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so what did you use